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  • It appears to be shader effects conflicts with autosave

    Shader action (e.g. camera movement) works fine. But shader effects (e.g. Tv1, Ripple) got messed up if I reload autosave after I execute it.For example, I applied Ripple effect to one object in one room, but after I execute the autosave and reload it the Ripple effect wasn't applied to the object, but player's view.My autosave has been executed at the game start. If the player wants to go back to main menu, the game lets the player go to main menu but restore original autosave from the game start. (it's called resetting whole game, right?)I've looked up other games made by VS but these games just quit the game if the player clicked exit in interface. But you know some games just back to main menu and only quit option is available at main menu.Magical Potion from main page tried this technique but gladly this game has no shader effects so no worries at all. I just let game quit from the ingame interface but I'm not sure it's a wise choice for story-telling game with various choices. Like choose choice A and see ending then go back to menu and load save file then choose choice B without quitting game, this can be done without resetting whole game but what if each chapter, each save point has choices? Without resetting whole game, something would be messed up during loading save file.I can delete Shader effects if I want but... if devs can fix it then it would be good.Shader actions(object twin, object move, zoom) works fine, but only effects have a problem.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: SHADERLAMP

    Ok first of all sorry for the late reply. I have family here and I haven't been able to be in the PC until now.I use Shader Toolkit 0.8.9 and Visionaire Editor 4.2I have tried to use Visionaire Editor 4.2.5 and Shader Toolkit 0.9 and my PC crashes every time I try to print log.In ST 0.8.9 and VE 4.2 if I print log I get this:[code]17:04:36: [string "ShaderToolkit old"]:1823: invalid value (nil) at index 1 in table for 'concat'17:04:36: stack traceback: [string "LightSueñoPasillo1"]:54: in function [C]: in function 'DataDumper' [string "ShaderToolkit old"]:1823: in function 'bind' [string "LightSueñoPasillo1"]:10: in function [C]: in function 'xpcall' [string "LightSueñoPasillo1"]:1: in main chunk17:04:36: no uniform pass in shader[/code] This makes reference to this:[code] bind("light1", "lights[0].targetpos", point(inverty(field("{x=500,y=500}")), 0))[/code]It looks like light1 doesn't exist. Could that be the problem?Thank you for your time.

    by Yarek, 10 years ago

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    Yarek 10 years ago
  • Hi, ich wollte noch antworten, man kommt ja zu nichts mehr hier...Also: Die Zoomfunktion kann man mithilfe des Shader Toolkits benutzen. Es ist durchaus möglich auf Charaktere damit zu zoomen. Aktuell ist allerdings Lua nötig. In Zukunft wird es das auch mit Action Parts geben. Dauert aber noch.Hier ist das Toolkit: [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)[/url] Einfach als Definitionsskript einfügenDann kannste in einem Aktionsteil Skript so reinzoomen:[code]shaderZoomCharacter("Charakter Name", 1.4, 1000, easeBackOut)[/code]

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: SHADERLAMP

    Did you replace the shader toolkit script with the latest one Simon added to the wiki after the release of the current public build of Visionaire Studio?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: SHADERLAMP

    I believe Simon said that shaders aren't working 100% correctly right now anyway. Might be better to lay off the shaders until he's created a new shader toolkit script (unless it's the internal engine code that's buggy - not sure).As for the movement... I guess it's based on the current viewport. You may need to get the current scrollposition coordinates & then offset it as needed to the absolute x, y coordinates that you want to place it at, maybe create a loop too to make sure it constantly makes sure that it is positioned correctly.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    [quote]So far it's okay with bug count:- mp3 not working- 3d chars not working- some minor stuff with the shader toolkitIf you aren't using any of that you're fine.[/quote]- action areas evoke crash- what about preload animations to store in cache? I think it doesn't work- the list of outfits animations doesn't allows own sorting - it's the preinstalled at every new start- this little bug with animation speed between 33 and 35ms (and somewhere else?)

    by Machtnix, 10 years ago

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    Machtnix 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    So far it's okay with bug count:- mp3 not working- 3d chars not working- some minor stuff with the shader toolkitIf you aren't using any of that you're fine.

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    lol you're making shader complainers look bad with your biased opinion. But remember. Only you're here, though there are a lot of complainers. I don't have a time to deal with you now because as you said, I'm lazy and you're way STRONG at your opinion. I want to touch your muscle. lolAt least you and I prefer VS more than other game engines in common. It's positive isn't it?

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    [quote]Besides, in order to make the video I should load same images, same layers and decorate it again which is already done in-game. [/quote]translate: I'm too lazy to do that again.[quote]if I made the video it means it's skippable[/quote]No it's not.[quote]Guys? Only me complained about current shader updates yet.[/quote]I believe there are regular discussions regarding this topic of shaders, effects and particles. And it's not about the current update only.[quote]We? Are you devs?[/quote]We, the community - the blend of developers and users (or customers if you want).[quote]Your logic is all towards 'Stop spending goddamn times at so-called shader action and give me goddamn turning animation(surprisingly it's possible by magic) for the character'.[/quote]Basically yes, you got it right. Not only because I want to egoistically use this particular feature for my personal project, but also because it is objectively more important issue then "particles follows camera" type of thing. As I said you can do your "particle chase scene" in video editing software and use the output in VS, but you can't do realtime walking/turning in other software (let's say in Maya) and use that in VS. [quote]By the way, you didn't handle other game engines, did you?[/quote]No I didn't. Well, I tried some, like Unity, Wintermute, AGS, but Visionaire is still the top notch option for what I want to do. That's why I'm here by the way.

    by gusty, 10 years ago

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    gusty 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    LOL I have been spending my time in here more than 3 months and now I finally get criticism. Hooray. Really thank you.Okay, on the topic.Why? Because do you know how many MB will cost to make a video? My goal is optimising the game at all costs. Besides, in order to make the video I should load same images, same layers and decorate it again which is already done in-game. And then, if I made the video it means it's skippable otherwise It can't when I made the fake cutscene in-game.Anyway, you have some potential errors in your logic.[quote]Come on guys, VS is supposed to be a game engine not Adobe After Effects.[/quote]Guys? Only me complained about current shader updates yet.[quote]But instead, we are dealing with problems like "particles shouldn't follow the camera movement in my little splash animation that I could have done in 5 minutes in other software".[/quote]We? Are you devs? You sound like their barrister, even their barrister wouldn't say like that.Your logic is all towards 'Stop spending goddamn times at so-called shader action and give me goddamn turning animation(surprisingly it's possible by magic) for the character'. You said I should let devs alone but you already made the false point that getting all rid of potential for improving shader action.They had hard times to develop shader actions and what I did asking correction for their new work in order to make it less bug-friendly, more stable than before for other potential customers.Finally, your logic will let VS remain as old fashioned game engine. Just like in PS1 era most cut-scenes were CG videos that cost many capacities from the games. What you said about 'camera working useless lololol' is completely nonsense for recent video game histories. After god-damn videos were deleted and replaced by real time event the players can immerse in the game more than before because they can't let their controller down to react at button actions, which weren't existed in old games. It's innovation. By the way, perhaps you didn't handle other game engines, did you? VS still needs many things to be 'better' adventure game engine.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago